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A Framework for Evaluating Early-Stage Human - of Marcus Hutter

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fer to non-linguistic experience, then in NARS it is possible<br />

to link “Garfield” to related visual images and operation sequences,<br />

so as to enrich its meaning. However, it is important<br />

to understand that both linguistic experience and nonlinguistic<br />

experience are special cases <strong>of</strong> experience, and the<br />

latter is not more “real” than the <strong>for</strong>mer.<br />

In the previous discussions, many people implicitly suppose<br />

that linguistic experience is nothing but “Dictionary-<br />

Go-Round” (Harnad, 1990) or “Chinese Room” (Searle,<br />

1980), and only non-linguistic sensorimotor experience can<br />

give symbols meaning. This is a misconception coming<br />

from traditional semantics, which determines meaning by<br />

referred object, so that an image <strong>of</strong> the object seems to be<br />

closer to the “real thing” than a verbal description. NARS’<br />

experience in Chinese is different from the content <strong>of</strong> a<br />

Chinese-Chinese dictionary, because a dictionary is static,<br />

while the experience <strong>of</strong> a system extends in time, in which<br />

the system gets feedback from its environment as consequences<br />

<strong>of</strong> its actions, i.e., output sentences in Chinese. To<br />

the system, its experience contains all the in<strong>for</strong>mation it can<br />

get from the environment. There<strong>for</strong>e, the system’s processing<br />

is not “purely <strong>for</strong>mal” in the sense that the meaning <strong>of</strong><br />

the symbols can be assigned arbitrarily by an outside observer.<br />

Instead, to the system, the relations among the symbols<br />

are what give them meaning. A more detailed discussion<br />

on this misconception can be found in (Wang, 2007),<br />

and will not be repeated here.<br />

In summary, NARS satisfies the two requirements <strong>of</strong> embodiment<br />

introduced previously:<br />

Working in real world: This requirement is satisfied by<br />

the assumption <strong>of</strong> insufficiency in knowledge and resources.<br />

Having grounded meaning: This requirement is satisfied<br />

by the experience-grounded semantics.<br />

Difference in Embodiment<br />

Of course, to say an implementation <strong>of</strong> NARS running in<br />

a laptop computer is “already embodied”, it does not mean<br />

that it is embodied in exactly the same <strong>for</strong>m as a human mind<br />

operating in a human body. However, here the difference is<br />

not between “disembodied” and “embodied”, but between<br />

different <strong>for</strong>ms <strong>of</strong> embodiment.<br />

As explained previously, every concrete system interacts<br />

with its environment in one or multiple modalities. For a human<br />

being, major modalities include vision, audition, tactile,<br />

etc.; <strong>for</strong> a robot, they include some human-like ones, but also<br />

non-human modalities like ultrasonic; <strong>for</strong> an ordinary computer,<br />

they directly communicate electronically, and also can<br />

have optional modalities like tactile (keyboard and various<br />

pointing devices), audition (microphone), vision (camera),<br />

though they are not used in the same <strong>for</strong>m as in a human<br />

body.<br />

In each modality, the system’s experience is constructed<br />

from certain “primes” or “atoms” that is the smallest units<br />

the system can recognize and distinguish. The system’s processing<br />

<strong>of</strong> its experience is usually carried out on their compound<br />

“patterns” that are much larger in scale, though short<br />

in details. If the patterns are further abstracted, they can<br />

177<br />

even become modality-independent “symbols”. This is the<br />

usual level <strong>of</strong> description <strong>for</strong> linguistic experience, where<br />

the original modality <strong>of</strong> a pattern, with all <strong>of</strong> its modalityspecific<br />

details, is ignored in the processing <strong>of</strong> the message.<br />

However, this treatment does not necessarily make the system<br />

disembodied, because the symbols still comes from the<br />

system’s experience, and can be processed in an experiencedependent<br />

manner.<br />

What makes the traditional symbolic AI system disembodied<br />

is that the symbols are not only abstracted to become<br />

modality-independent, but also experience-independent, in<br />

the sense that the system’s processing <strong>of</strong> the symbol is fully<br />

determined by the system’s design, and have little to do with<br />

its history. In this way, the system’s body becomes completely<br />

irrelevant, even though literally speaking the system<br />

exists in a body all the time.<br />

On the contrary, linguistic experience does not exclude<br />

the body from the picture. For a system that only interact<br />

with its environment in a language, its experience is linguistic<br />

and amodal, in the sense that the relevant modality is not<br />

explicitly marked in the description <strong>of</strong> the system’s experience.<br />

However, what experience the system can get is still<br />

partially determined by the modality that carries out the interaction,<br />

and there<strong>for</strong>e, by the body <strong>of</strong> the system. As far<br />

as the system’s behavior is experience-dependent, it is also<br />

body-dependent, or embodied.<br />

Different bodies give a system different experiences and<br />

behaviors, because they usually have different sensors and<br />

operators, as well as different sensitivity and efficiency on<br />

different patterns in the experience and the behavior. Consequently,<br />

even when they are put into the same environment,<br />

they will have different experience, and there<strong>for</strong>e different<br />

thoughts and behaviors. According to experience-grounded<br />

semantics, the meaning <strong>of</strong> a concept depends on the system’s<br />

experience on the concept, as well as on the possible operations<br />

related to the concept, so any change in the system’s<br />

body will more or less change the system’s mind.<br />

For example, at the current stage, the experience <strong>of</strong><br />

NARS is purely linguistic, so the meaning <strong>of</strong> a concept like<br />

‘Garfield’ only depends on its experienced relations with<br />

other concepts, like ‘cat’, ‘cartoon character’, ‘comic strip’,<br />

‘lazy’, and so on. In the future, if the system’s experience is<br />

extended to include visual and tactile components, the meaning<br />

<strong>of</strong> ‘Garfield’ will include additional relations with patterns<br />

in those modalities, and there<strong>for</strong>e become closer to the<br />

meaning <strong>of</strong> ‘Garfield’ in a typical human mind. There<strong>for</strong>e,<br />

NARS implemented in a laptop and NARS implemented in a<br />

robot will probably associate different meaning to the same<br />

term, even though these meanings may have overlap.<br />

However, it is wrong to say that the concept <strong>of</strong> ‘Garfield’<br />

is meaningful or grounded if and only if it is used by a robot.<br />

There are two common misconceptions on this issue. One is<br />

to only take sensorimotor experience as real, and refuse to<br />

accept linguistic experience; and the other is to take human<br />

experience as the standard to judge the intelligence <strong>of</strong> other<br />

systems. As argued previously, every linguistic experience<br />

must be based on some sensorimotor experience, and though<br />

the latter is omitted in the description, it does not make the<br />

<strong>for</strong>mer less ‘real’ in any sense. Though “behave according

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